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Dungeon of the Fire Opal, part V

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Were there any exits? If so, Taz will just go there as long as the ghost seems distracted by Jalon's divine presence.
 

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Taz said:
Were there any exits? If so, Taz will just go there as long as the ghost seems distracted by Jalon's divine presence.

There's a door in the far wall, which isn't surprising if you look at Conail's map.

The ghost is backing towards it though.
 

OOC: Ahem, Reaper, you're forgetting Sollir is a cleric too ;), albeit a cha 8 one, which doesn't matter if you're helping someone


"Let's do something at least! This thing is creeping me out..."
 

Murhid walks over to where his silvered shuriekens landed and picks them up (so long as they're not to close to the ghost). Then takes a couple steps back...
"Perhaps we should just leave this poor fool and his machine alone? Unless one of you servants of gods can banish him?"
 

OOC: I've no idea where on that map we are right now... :o


Taz will then move up to that door, search it hastily and then open it.
 

HeavyG said:
There's a door in the far wall, which isn't surprising if you look at Conail's map.

The ghost is backing towards it though.
silly rabbit : ghosts can't use doors! :)
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We're in the big room right off the long corridor where Jalon first encountered the ghost.
The door in the south leads to the hallway Taz and Sollir checked out for a second after we left the witch's room and on the way to the dragon room.
We haven't checked out the room that hallway leads to (that's the blank space in the middle-left of the map)

And does anyone else think that pooling many cleric's divine powers should do more than it mentions in DotF?
It is the worst Aid Another action in the game, IMO.
We have to burn a turn attempt, make a successful turn check, all at the same time, all for just an extra +2 to the intitial turn check.
So it MAY let you affect a HD or 2 more, but no extra damage, and it won't let us pool our powers to destroy it. :(
In all reality, 3 clerics pooling their power could easily do worse on a turn than one lucky priest.

Ubaar continues to search the room, staying at least 15' away from the ghost.
 
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reapersaurus said:
silly rabbit : ghosts can't use doors! :)

For the record, I didn't mean to say it was going for the door.

Jalon just happens to be backing it up that way.

Anyway...

The ghost passes thru the south wall and away from Jalon.

Then, Taz searches the door, finds no trap and opens the unlocked door. No trace of a ghost in the short corridor. Only an opened door right ahead and a corridor going right.

Meanwhile, Ubaar is searching the machine's debris. He only finds machine parts and useless wooden and metal bits and is about to give up when he catches a red glow somewhere in there. Further searching reveals a small sparkling red gem.
 

Ubaar disappointedly collects his find, and grumbles to the others,
"You'd think a monkastary would have stuff that makes you stronger -
Like Potions of Strength, or magic weapons, or something....

At least I found a pretty rock.
Maybe it's worth something.

Taz - you wanna hold on to pretty rock?
It would look good on you.

Between this rock and your vial, you've got all the sparklies!"
:)
 

OOC: Thanks reapersaurus, that was really helpful! Back on track now! :)


“Did I hear any complaints, there? As soon as we find out more about the cloaks power, we will see who can use it the best. The wand, well, I seem to be the only one able to activate it.”

“Now, let's check this corridor and see where it leads us to. That ghost was weird, I hope it doesn't come back!”

Taz then moves into the corridor and to the right, getting to the corner to see what lies behind it.
 


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